Charlemagne
By Mr. Temba
my email is mrtemba@yahoo.com
i used to have a webpage, but i don't no more!

A Civ 2 scenario for Fantastic Worlds

I HIGHY RECCOMEND THAT YOU READ THE ENTIRE README!

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Intro
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I have learned a lot about making scenarios for civ2 in the past year. I have had lots of triumps and failures, i have learned about events, artwork, and atmosphere. I hope to combine all that I have learned into this scenario, Charlemagne. 

I could have included a whole bunch about the history of the scenario, but what fun would that be? Basically all that you need to know is in there somewhere, the events, the intro, etc. The rest will be described in this file. Bascially I have taken a "why not?" approach historically. Some of the more bizarre events are historical, and some are simply reasonable to assume it could have happened.

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The Franks, You
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There are two groups of Franks, Charles Franks which are posed to control Northern France, and possibly all of Europe, and Corlomans Franks who are a degenerate bunch of low lives who have declared war on practically everyone. Needless to say it is Charles Franks that will be played in this scenario. 

The Franks have four cities, the capital of Aix La Chappelle (which I know is out of place historically, deal with it) is the home not only of Charlemagne (the SETI Wonder) but Charlemagnes Champion. Champion units are very powerful units that can be used for all sorts of purposes. If yours dies you will get another. There are a few ways to get more as the scenario progresses, but it is very difficult to do so. Aix La Chappele has almost completed Charlemagnes famous Basilica, where he would worship, pray and eventually be buried in. Mayence, another of Charles cities is working on Charlemagnes Bridge, yet another of Charlemagnes wonderful projects. The other two cities are Thuringia and Aquantine, which Charlemagne recently won from Hunald, the ex-Duke of Aquantine. 

The Franks have three units that they can build at the start of the scnenario.  The first is the Frankish Infantry. The Frankish Infantry like all infantries can ignore city walls. This is to represent the fact that historically only infantry and siege engines could take over a city. Cavalry simply couldn't do it if the city had walls. This brings me to the Frankish Cavalry, which is definitely nothing to laugh at. On a level field they are more powerful than the Frankish Infantry and much quicker. However, like I said earlier they cannot capture a walled city. The Third unit is the Frankish Vanguard, which blends the mobility of the cavalry with the defense of the infantry and also can ignore zones of control. Later you will be able to build more units.

You also have some unique units. One is St. Boniface, a bishop who was very active in the conversion of most of the Saxons into Christianity. He has the abilities of a spy. The others are two very skilled Miners. These Miners have special abilities described later, but also function as engineers. In addition you have four Thief/Scouts, which are very qucik (move two and alpine) and gather information very well (see two square), they are, however, worthless in a fight and will laugh at you if you order them to attack. You will be able to build Thief/Scouts later in the game.

To start out with I reccomend you research Agriculture first. This gives you the Farmer unit which you need to improve your infrastructure, which you will probably notice, sucks. Otherwise the Lombards will probably walk over you as they notice you becoming weaker and weaker. Once you have built yourself up I reccomend attacking the Saxons to the West, they are the people that historically Charlemagne carved most of his empire out of. 

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THEM
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The Lombards
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Your greatest competitor will be the Lombards. They were an incredible people who invented the concept of a constitution as we know it. They have ruled thier part of the Roman Empire for centuries, and will for centuries to come if the peace between Desiderius and Charlemagne holds out. Desiderius owns large portions of France, Italy, Hungary, Austria and other areas. He is also allied with the Avar Barbarians which might help him a lot in the long run. And, like Charlemagne he has a Champion to protect him. The Lombard Regulars are Infantry and Cavalry.

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The Saxons
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Historically Charlemagne beat the saxons into a bloddy pulp. It was never really all that much of a challenge once he got started. The Saxons are a despotism, they will research slowly and build slowly. They have two basic units, the Saxon Infantry and the Saxon Defender. Neither are really all that hot in combat. But the Saxons are allied with the Danes and the Weletabians, two fierce tribes that may aid them greatly. Wittekund, the saxon lord, has control over most of germany and some of the baltic states.


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The Scythians
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They were a disorganized people. Really many tribes not just one. Thier regular units are the Khazar (cavalry) and Amazon (infantry). This is historically accurate. Also they are allied with the Huns. They bury thier dead in the great Kurgans that they try to defend but often are too disorganized to put a good effort up to. The Scythians control russia, and most of the far edge of the map.

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The Moslems
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The Moslems are poised to overtake both the Byzantines and the Spanish. Thier Regular units, the Moors (infantry), Pirates (marines), Cavalry and Dhows (sea transport) will be expertly backed up by Berbers, Emirs, and War Elephants. They own most of spain already, as well as Turkey and Africa. Historically Charlemagne didn't have much success against the Moslems, although he tried. 

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The Anglo Saxons
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Soon, soon, the Anglo Saxons will finish dominating the last of the free tribes in England. Then they may start looking south again. Unlike thier ancestors, the Saxons, the Anglo Saxons are a civilized, Christian Nation. They only have thier basic Anglo Saxon (infantry) unit, which will have to face off against deadly Picts, Celts and Britons but it will probably be enough. They own what is now England, while Wales and Scotland and Ireland are free nations, mostly under barbarian control. 

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The Catholics
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Charlemagne will be allied to the Holy See for the entire scenario.  It is his duty to protect the Catholics against anyone who threatens them. In addition to most of Italy (The Papal States) the Catholics are, The Austrians (two well defended cities in the Alps), The Byzantines (Byzantium and the surrounding areas) and Spain.  The Vatican City itself is defended by Benevetans, Spain has its own unique Spanish Infantry, and Byzantium is backed up by some of the last of the Byzantine Legions. Also there are the Missi that are out in force at the beginning but soon will see the last of thier days. Charlemagne must try to help the Catholics throughout the scenario.

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The Others, The Barbarians
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Barbarians have been used to represent some tribes in this game. They include the Burgundians, who own one city in France and are soon to fall to Charlemagne. The Britons, who own one city in Wales and Two in Normandy.  The Picts, who have no cities at all but lots of units. And the Northmen, who likewise have no real cities. And of course they represent Corlomans Franks. Most of the barbarian cities will fall early and easy. 

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WINNING CONDITIONS
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I have included a file called map.gif. If you can duplicate this success by the end of the scenario then, congratulations, you have won a decisive victory! If you only expand a little then give yourself a marginal victory, if you don't expand at all i would definitely count that as at least a marginal defeat, and losing your cities for the entire game would be a decisive defeat. 

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CITY IMPROVEMENTS
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*Growth Improvements*

The first are the Public Works which allow the city to grow beyond size four. After that you need Immigration, for which you need Open Borders, to grow beyond size 15. Some Improvements that aid growth are Windmills that halve the amount of food needed to grow, which are available with Agriculture, and Vinyards which allow the Grapes in the field to be used better. 

*Happy Improvements*

Hedge Wizards are the first of the "happy improvements" you can build. They replaced Temples in Civ2. Charlemagne can build them from the start. Once you receive the blessing of the Pope you can begin the construction of beautiful cathederals. With the discovery of Stonecrafting you can add Gargoyles to these Cathederals. Gargoyles used to be Coloseums. 

*Military Improvements*

Army Camps (aka Barracks) are available for the Franks from the start. Siege Defense takes awhile to get to, but once the Franks learn Engineering they can build it. Siege Defense gives land units x3 defense in the city. 

*Money Improvements*

There are only two money improvements, Solidi, a currency base which you can start minting with the advent of Economy, and Cash Crops, an export product to bring in money which you can begin to plant with the advance of the same name. 

*Naval Improvements*

Habors are the basic improvement and they can be built by anyone at any time during the game. The next step is either the Coastal Watch System which functions as a Coastal Fortress, or Patrolled Harbors, which you can do when you have Warships. Patrolled Harbors give more production from the sea as they function like Offshore Platforms. 

*Production Improvements*

The Basic production improvement is the Lumber Yard which will increase a cities production by 50%. To build a Lumber Yard you need Woodcrafting. After that you can either research Workhorses, which do a lot of work but create a lot of waste, or Skilled Labor, which is more expensive but more efficent. To clean all the mess up and remove bottlenecks you can build a Manor House, with Organized Labor, and put one of your cronies in charge. 

*Science Improvements*

First comes the Church which Charlemagne can build from the beggining. Most of his cities don't need one because one is alread there. When you receive the Popes Blessing you can build the Gregorian Chants which increase the science output of your city like a Univeristy. After that Charlemagne kicks in and provides and extra 50% himself. 

*Trade Improvements*

Baazars are available with Trade Contacts and increase the trade that city recieves from people using its roads. Great Castles can be built with Stonecrafting, they can move the seat of government. Also when you discover Capitulary Reform you can grant captured lands Capitularies which blend your laws and thiers. This halves the amount of corruption and waste in those provinces. 


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CONCEPTS OF THE SCENARIO
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*IMPORTANT*
When you see an event that says "Read Text #1" open the file called "text" and read the text that has #1 next to it. If you do not have a computer than can multi-task, that is open two files at the same time, I suggest you print out the "text" document and refer to it when you need to. It is not very long. I do this to conserve precious space in the events file.

*ALSO IMPORTANT, HOW TO GET THROUGH THE PYRENNES!*

You will notice that there is a strip of brown mountains that are impassable in the pyrennes. They are there so the Lombards can't get into spain. The moslems CAN cross these mountains, but not one else can. How is this possible? simple. The impassables are Moslem units. But there is a way for the Franks to get through, too! Most of the pyrennes are double stacked so there is no way for Charlemagne to bribe them, but there is one that is just a single mountain. This mountain is really cheap to bribe. After you do that just move your troops through there. You will have to lead the way with a vanguard (naturally :)) to avoid the zones of control.

*OTHER COOL STUFF!*

Whaling

Once you get Warships you will be able to go Whaling. In the waters, mostly in the Arctic areas, there are whales. When you capture these whales you get more money for your treasury when you sell the whales and get money. But note that the whales are submarine type units and you will probably miss them if you sail around randomly looking for them. I cheated and revealed a map late in one of my games to fix a bug I had discovered and I found I had missed OVER HALF of the Whales on the map!

The Northmen

Charlemagne never ventured near Scandinavia, but he coulda. So there are some things to keep you entertained if you head that direction.

Catching Wild Horses

This great idea was inspiried by Stefan Hartels great "Artaxerxes" scenario. When you capture a wild horse you get some "Peasant Cavalry" units for free. Neat, huh? 

Grave Robbing

The mighty Kurgans of the Scythians have lots of gold in them. Maybe we could borrow some and they wouldn't notice? But note that unlike Horses and Whales, Kurgans are sometimes defended and can hurt your units when they attack. Also if you are caught the Scythians won't like it one bit!

Refugees

When you recieve a "refugee" unit move it into a city and disband it, you will get a lot of production by putting the refugees to work! Of course getting it there can be quite a challenge....

Mining

The "Miner" unit not only works twice as fast as a farmer, it can mine grassland squares! This changes it to the "mined" terrain type that is either worthless (no special) or a gold or silver mine that will give you lots and lots of trade. This is risky as mining a square with no result will actually make it less valuable. Just a little something for you to fool around with.

The Slave Trade

No Christian would ever enslave another, at least not if they were being watched. And believe me Charlemagne was being watched by many people who were jealous of his power. Therefore Charlemagne could not enslave the Lombards or Anglo Saxons. The Saxons and Scythians were basically worthless because they were lazy and insolent. The Moslems however were exceptional at just about everything and even better at farming than the Franks. Arab Farmers are better than normal Farmers, but not as good as your Miners. Catch Arab Farmers and set them to work in your own fields whenever you can!

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THE TECH TREE
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The tech tree is a fair sized one for a middle age scenario. Charlemagne starts off with almost nothing and must work hard to keep research up becasue that is the only way he will win. If you get a chance, please don't research the "Mystery" tech.

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UNITS FOR YOU TO BUILD
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In addition to the normal Infantry, Cavalry and Vanguard you will acquire the ability to make Thief/Scouts, Warships, and Siege Towers as the scenario progresses. Scouts, Siege Towers and Warships are only available to the Franks. Also you will be able to bulid the Farmer unit with Agriculture. This is critical as Charlemagne must improve his infrastructure if he hopes to succeed. 


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HISTORICAL ACCURACY
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Cites are out of place, some names are from different time periods, some of the stuff about siege warfare is questionable, etc, etc, etc, but I mean honestly, who cares? Making this scenario historically accurate would have been boring as hell. A lot of this scenario IS historically accurate (and better for it) but a lot of times the history just failed to impress me so I improvised. Bottom line - this is a game, not a history lesson. If you really want to know about Charlemagne try reading a book!


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THE MAP
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I used a map called "GEurope" which was made by Geir Windsland. Its a really great map! 

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CREDITS
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I have made a lot of new art for this scenario, but in many cases I have also borrowed art from other sources. I would like to thank at this time...

TERRAIN -- Cameron Hills, Alex Mor, Stefan De Jonge, Harlan Thompson, Peter "Blackclove" Delaney, Tim Smith and Dan Schlemeta, 

ADVANCES ICONS -- Kull

ICONS -- Stefan de Jonge, Harlan Thompson and Jesus Balsinde, 

UNITS -- Stefan Hartel, Alex Mor, Jesus Balsinde, Simon Bree, Techumseh, Tim Smith, Harlan Thompson, John Petroski, Kull, Stefan De Jonge, and Erwan.

CITY DESIGN -- Harlan Thompson and Alex Mor.

If you think I have forgotten you let me know, my email is mrtemba@yahoo.com and I check it pretty regularly. 

Also my playtesters who are Giant Squid, Jim Winchell, Techumseh, Kull, Blackclove and Stefu. You guys are the best! Special Thanks Techumseh to for the awesome title.gif!

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FURTHER PLAYING
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If you liked this scenario by me, then maybe you would enjoy some of the other ones I have created. 

SwampLand II -- July '98.
Play as a race of lizardpeople and try to find the Hidden City.

Pope Patrick -- December '98
Play the world in the year 2003, try to save the world from total destruction.

Underdark -- March '99
A race of medieval people falls beneath the surface and enters a world unlike any they have ever known. 

Enemy of God -- September '99
A historical scenario about the historical King Arthur. A five part series that is a true epic. 